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Adding multiple targets to AICharacterControl

Discussion in 'Navigation' started by Resin, Feb 27, 2018.

  1. Resin

    Resin

    Joined:
    May 3, 2017
    Posts:
    13
    I have been attempting to add multiple patrol destinations to the Standard Assets AICharacterControl
    (maybe this is a bad idea to begin with, idk I am very much a beginner with this).
    I tried Frankensteining code similar to this https://docs.unity3d.com/Manual/nav-AgentPatrol.html
    into the AICharacterControl, mostly because I was able to get AICharacterControl to work with the model I had downloaded but was not able to get the original patrol.cs to work.
    Anyway this is the faulty script that doesn't work that I came up with:

    Code (CSharp):
    1.  
    2. using System;
    3. using UnityEngine;
    4.  
    5. namespace UnityStandardAssets.Characters.ThirdPerson
    6. {
    7.     [RequireComponent(typeof (UnityEngine.AI.NavMeshAgent))]
    8.     [RequireComponent(typeof (ThirdPersonCharacter))]
    9.     public class AICharacterControl : MonoBehaviour
    10.     {
    11.         public UnityEngine.AI.NavMeshAgent agent { get; private set; }             // the navmesh agent required for the path finding
    12.         public ThirdPersonCharacter character { get; private set; } // the character we are controlling
    13.         public Transform[] points;
    14.         private int destPoint = 0;
    15.         private Animator anim;
    16.  
    17.  
    18.         private void Start()
    19.         {
    20.             // get the components on the object we need ( should not be null due to require component so no need to check )
    21.             anim = GetComponent<Animator> ();
    22.             agent = GetComponentInChildren<UnityEngine.AI.NavMeshAgent>();
    23.             character = GetComponent<ThirdPersonCharacter>();
    24.             destPoint = UnityEngine.Random.Range (0, points.Length);
    25.             NextPoint ();
    26.             agent.updateRotation = false;
    27.             agent.updatePosition = true;
    28.            
    29.         }
    30.  
    31.         void NextPoint() {
    32.  
    33.             if (points.Length == 0)
    34.                 return;
    35.  
    36.             destPoint = UnityEngine.Random.Range (0, points.Length);
    37.  
    38.             agent.destination = points[destPoint].position;
    39.  
    40.             destPoint = (destPoint + 1) % points.Length;
    41.         }
    42.  
    43.  
    44.         private void Update()
    45.         {
    46.             if (agent.isStopped) {
    47.                 anim.SetFloat ("Speed_f", 0);
    48.                 return;
    49.             }
    50.  
    51.             anim.SetFloat ("Speed_f", 1f);
    52.  
    53.             if (!agent.pathPending && agent.remainingDistance < 0.5f) {
    54.                 NextPoint ();
    55.  
    56.             }
    57.  
    58.         }
    59.  
    60.         void OnAnimatorMove()
    61.         {
    62.             agent.speed = (anim.deltaPosition / Time.deltaTime).magnitude;
    63.         }
    64.  
    65.  
    66.     }
    67. }
    68.  
    Any help or direction to a better method is much appreciated.
     
    Last edited: Feb 27, 2018
  2. JBR-games

    JBR-games

    Joined:
    Sep 26, 2012
    Posts:
    708
    Whats your current issue with this ? Can you put in code format ? icon next to save... Its tough to read as is..

    Code (CSharp):
    1. Using UnityEngine.AI;
    https://www.assetstore.unity3d.com/en/#!/content/5328
    Have a look at this unity tutorial. On navmesh and rootmotion.